precision highp float; uniform vec3 uHSVDelta; uniform float uIgnoreAlpha; varying mediump vec2 vTexCoord; uniform sampler2D sTexture; float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec4 color = texture2D(sTexture, vTexCoord); vec3 hsvColor = rgb2hsv( color.rgb ); // modify the hsv Value hsvColor += uHSVDelta * rand(vTexCoord); // if the new vale exceeds one, then decrease it hsvColor -= max(hsvColor*2.0 - vec3(2.0), 0.0); // if the new vale drops below zero, then increase it hsvColor -= min(hsvColor*2.0, 0.0); color.rgb = hsv2rgb( hsvColor ); // uIgnoreAlpha decide the result alpha will be 1.0 or source's alpha color.a += uIgnoreAlpha; gl_FragColor = color; }